Yes, I know, but humour me.
These are just mockups but of things I have made before so can work on implementing.
I probably won't have much time to work on this game so I'm intentionally avoiding HYPE.
So the basics, of what I hope to implement:
Interaction
Systems
The World
The world will be intentionally tiny, to start with. Because I won't have much time to work on this, I'd rather have a little room full of players than an expansive world with no content. I am thinking one map to begin, which will be an outdoor map but with smart interiors that open up as you look inside.
Battles
Battles and character development will be based around skills. There will be no levelable stats, but there will be "levels"; these levels are just a measure of what you've done in the game rather than of your power. Everyone should be as powerful as each other; it's your actions that define what you can do rather than grinding. Grinding just gets you on the high scores for players that do like that.
Builds
I am thinking there will be seven primary skills and one elite skill. You unlock these skills through combat, quests, exploration, items, etc.
Your seven primary skills define your class. As a basic example if you had seven fire skills your class would probably be Pyromancer; in that case your elite skill would be related to pyromancy. The only way to unlock and use that elite skill is to have the right class from the right build. These classes won't be revealed to the player entirely, so there will be some rare and interesting builds, which aren't necessarily logical in their structure, such as Dragon Tamer - you can imagine what such an elite skill would entail!
Skills have no MP value, you can cast any at any time. What they have instead is a recharge value, so using a skill requires you to wait x amount of seconds before you can use it again. So you can spam low-level skills, but not elite ones. Some might have such long rechage times that you can only really use them once per session - such as summoning spells!
Interaction
Give the world will be so small I want everything to have some form of interaction, be it a lamp post, some dung on the floor, or a pile of hay.
Do do. I'm getting ahead of myself.
All I'm working on at the minute is the basic systems.
Just waiting while my old PC transfers its files to my new one, which is taking a while, so in the meantime I am designing GUIs and such, that's why I seem to be wasting time with visuals that aren't working models.
These are just mockups but of things I have made before so can work on implementing.

I probably won't have much time to work on this game so I'm intentionally avoiding HYPE.
So the basics, of what I hope to implement:
Interaction
- Login/register and character creation
- Character sheets
- Chat
- Private messaging
- In-game forum
- Player to player trading
- Global items exchange and economy
- Globalised shops with modular items lists and prices
- High-scores/stats tables
- Global events and variables
Systems
- QABS for battles including some form of multiplayer element (probably players-versus-monster rather than PvP for now)
- QMovement for movement, optimised for mobile somehow
- QSprite for sprite animations, using Pioneer Valley character sets
- Paperdoll system
The World
The world will be intentionally tiny, to start with. Because I won't have much time to work on this, I'd rather have a little room full of players than an expansive world with no content. I am thinking one map to begin, which will be an outdoor map but with smart interiors that open up as you look inside.
Battles
Battles and character development will be based around skills. There will be no levelable stats, but there will be "levels"; these levels are just a measure of what you've done in the game rather than of your power. Everyone should be as powerful as each other; it's your actions that define what you can do rather than grinding. Grinding just gets you on the high scores for players that do like that.
Builds
I am thinking there will be seven primary skills and one elite skill. You unlock these skills through combat, quests, exploration, items, etc.
Your seven primary skills define your class. As a basic example if you had seven fire skills your class would probably be Pyromancer; in that case your elite skill would be related to pyromancy. The only way to unlock and use that elite skill is to have the right class from the right build. These classes won't be revealed to the player entirely, so there will be some rare and interesting builds, which aren't necessarily logical in their structure, such as Dragon Tamer - you can imagine what such an elite skill would entail!
Skills have no MP value, you can cast any at any time. What they have instead is a recharge value, so using a skill requires you to wait x amount of seconds before you can use it again. So you can spam low-level skills, but not elite ones. Some might have such long rechage times that you can only really use them once per session - such as summoning spells!
Interaction
Give the world will be so small I want everything to have some form of interaction, be it a lamp post, some dung on the floor, or a pile of hay.
Do do. I'm getting ahead of myself.
All I'm working on at the minute is the basic systems.
Just waiting while my old PC transfers its files to my new one, which is taking a while, so in the meantime I am designing GUIs and such, that's why I seem to be wasting time with visuals that aren't working models.